downscale.glsl 2.4 KB

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  1. uniform sampler2D tex;
  2. uniform int divider;
  3. uniform float width;
  4. uniform float height;
  5. uniform int downsampling_mode;
  6. #define CORRECTION 2.25
  7. #define SIZE_ADDITION 3
  8. vec4 get_texture_at_position(vec2 position) {
  9. vec2 raw_position = position + vec2(CORRECTION, CORRECTION);
  10. vec2 raw_uv = raw_position / vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
  11. return texture2D(tex, raw_uv);
  12. }
  13. vec2 get_corrected_position() {
  14. vec2 raw_uv = cogl_tex_coord0_in.st;
  15. vec2 raw_position = raw_uv * vec2(width + SIZE_ADDITION, height + SIZE_ADDITION);
  16. return raw_position - vec2(CORRECTION, CORRECTION);
  17. }
  18. void main() {
  19. ivec2 corrected_position = ivec2(get_corrected_position());
  20. vec2 multiplied_position = corrected_position * divider;
  21. if (any(greaterThan(multiplied_position, vec2(width, height)))) {
  22. discard;
  23. }
  24. // mode 0: boxcar downsampling
  25. if (downsampling_mode == 0) {
  26. vec4 color = vec4(0.);
  27. int count = 0;
  28. for (int i = 0; i < divider; i++) {
  29. for (int j = 0; j < divider; j++) {
  30. vec2 lookup_position = multiplied_position + vec2(i, j);
  31. if (all(greaterThanEqual(lookup_position, vec2(0, 0))) &&
  32. all(lessThan(lookup_position, vec2(width, height)))) {
  33. color += get_texture_at_position(lookup_position);
  34. count += 1;
  35. }
  36. }
  37. }
  38. cogl_color_out = color / count;
  39. } else
  40. // mode 1: triangular downsampling
  41. if (downsampling_mode == 1) {
  42. vec4 color = vec4(0.);
  43. int count = 0;
  44. int force = 1;
  45. for (int i = 0; i < divider; i++) {
  46. for (int j = 0; j < divider; j++) {
  47. vec2 lookup_position = multiplied_position + vec2(i, j);
  48. if (all(greaterThanEqual(lookup_position, vec2(0, 0))) &&
  49. all(lessThan(lookup_position, vec2(width, height)))) {
  50. force = 1 + divider - int(abs(divider - i - j));
  51. color += get_texture_at_position(lookup_position) * force;
  52. count += force;
  53. }
  54. }
  55. }
  56. cogl_color_out = color / count;
  57. } else
  58. // mode 2: Dirac downsampling
  59. if (downsampling_mode == 2) {
  60. vec2 lookup_position = min(multiplied_position + vec2(divider, divider) / 2, vec2(width - 1, height - 1));
  61. cogl_color_out = get_texture_at_position(lookup_position);
  62. }
  63. }